Counter-Strike 2

Counter-Strike 2

Mutiny
Showing 11-20 of 42 entries
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Update: Aug 24, 2020 @ 6:18pm

Optimization:
-Improved fps around T to A

Gameplay:
-Redesigned T to A Upper
-Reduced size of cover on A Site
-Reduced size of cover at Wall near B Site
-Altered cover between B Site and Shop to clean up angles and produce smoother movement
-Cleared up props in Mid to A connector to produce smoother movement
-Removed small crate at lower mid
-Repositioned crates at T Spawn
-Moved sign blocking sight at Wall

Misc:
-Revamped T to A Lower appearance
-Fixed issue where Deathmatch players occasionally spawned inside the mid bridge
-Altered appearance of water surrounding the map
-Increased brightness inside Mausoleum in A Site
-Changed brick textures used across the map
-Improved various clipping and grenade clipping
-Removed bomb reset triggers above certain places that players can reach without boosts
-Improved visibility in T to A Lower
-Added collisions to the windows and pillars of the A Connector building
-Altered some seagull flight paths
-Compressed sound files to reduce map filesize

Update: Aug 24, 2020 @ 3:16pm

Optimization:
-Added occluders to T spawn to improve FPS

Gameplay:
-Extended Dock and Moved T Spawn back slightly to give CTs more setup time
-Tweaked wall at A Site for cleaner angles and made it easier to jump onto
-Made wallbangs through the door on B Site do less damage

Misc:
-Renovated Lobby into a fish shop
-Repainted the church windows (thanks 3kliksphilip!)
-Reduced the amount of green moss on rock textures
-Blocked angle underneath the wooden hut at T spawn to mid
-Blocked angle between box and rock wall at CT Spawn
-Brightened up A Connector exit to Catwalk
-Adjusted rock model positions at CT to A Lower
-Fixed lighting issues on broken wall props and CT to A church wall
-Updated door frame models
-Updated navmesh
-Updated overview

Update: Aug 24, 2020 @ 1:42pm

Update: Aug 10, 2020 @ 1:11pm

Update: Aug 2, 2020 @ 2:57pm

Optimization:
-Significant improvement in performance in all areas of the map (Thanks Joaokaka1998 for testing!)
-Adjusted fade distances to improve performance
-Added more hint/skip brushes to separate certain visleaves
-Added ivy models to prop combine to increase performance when multiple are rendered at once

Gameplay:
-Lowered part of the wall on A Site
-Modified rock formation at upper T to A into a brick wall to improve visibility and grenade potential
-Added cover at mid to B connector
-Removed cover at exit of mid to A connector
-Removed cover at Side Path near the back of A Site
-Adjusted position of cover at Catwalk
-Adjusted position of cover at T to A Lower
-Raised height of ceiling clipping around A Site & CT to A, allowing players to get on top of the wall on A Site
-Raised height of ceiling clipping around CT entrance to B
-Adjusted deathmatch spawn position near A Site

Misc:
-Adjusted environment lighting to give a better visual contrast
-Fixed flickering of multiple bush props across the map
-Removed shadows for some foliage models, such as those seen at The Squid building
-Fixed missing textures on various displacements around the map
-Fixed various floating models around the map (windows, lamps, etc.)
-Improved clipping of wooden pillars at Dock
-Tweaked clipping around rock at T to A Upper
-Fixed numerous bomb stuck spots (thanks Joaokaka1998!)
-Bomb now teleports back to dry land if player drops it while stood on the small boat
-Added multiple bomb reset triggers around A Site, B Site and Dock
-Fixed incorrectly rotated tarp model at Dock
-Removed foliage on A Site wall
-Modified treasure map in T spawn ship to have a more accurate name applied to it
-Updated overview

Update: Jul 29, 2020 @ 9:09am

Optimisation:
-Added some areaportals to increase optimisation at T to B Lower
-Adjusted fade distances on some props to increase performance
-Removed some unnecessary foliage props

Gameplay:
-Increased height of cover at A Platform
-Removed lamp outside B Site obstructing angles
-Removed some foliage at CT to B to increase visibility
-Fixed boost spot in mid near A Connector
-Added a few boxes in corner at Dirt Road near CT Spawn
-Removed barrels and wood stack near CT Spawn for smoother movement
-Improved clipping in various locations
-Added clipping to the firestacks
-Removed inaccurate grenade clips at T to A Upper, A Site and the wall at the top of mid

Misc:
-Ship cannons now fire out to sea as a celebration when the bomb explodes (thanks ZooL!)
-Fixed the ability to see enemies on the radar through crates with tarps
-Fixed grenades and weapons dropped falling inside crates with tarps
-Fixed seagulls not dying when shot (but please do not shoot the seagulls)
-Added more detail to the house near Upper T to A
-Increased render distances of various props around Dock
-Fixed bomb stuck spots in mid
-Sewed displacements near A Site
-Sealed multiple walls in Lobby
-Removed some unpleasant moss at Stairway to Heaven
-Changed the palm tree at elevator
-Fixed numerous pixelwalks (thanks ALJN!)

Update: Jul 26, 2020 @ 3:50pm

Optimisation:
-Improved FPS for low/medium shaders
-Improved optimisation throughout the map

Gameplay:
-Opened up corner at Dirt Road near CT Spawn
-Opened up T to B Upper ceiling to allow for grenade usage
-Fixed bomb getting stuck on the small boat
-Fixed one way wallbang on B Site
-Altered some deathmatch spawn positions
-Replaced rocks with flowers by the stairs at CT to A for smoother movement
-Removed foliage in various locations for improved visibility
-Fixed boost spot at elevator near A
-Fixed hidden bomb plant underneath stones on A Site
-Improved clipping at various places
-Improved grenade clipping at various places

Misc:
-Stopped feeding the seagulls spinach. We should've learnt from Train
-Escorted troublesome screaming deathmatch chickens from the island (thanks ZooL!)
-Realised that chickens are not ducks and therefore should not swim
-Added fade distance to most small props
-Fixed rendering issue at the top of B Site building
-Fixed floating church pillars
-Fixed misaligned stone tiles in T Spawn
-Fixed misaligned textures on church
-Updated overview
-Added James2

Update: Jul 9, 2020 @ 3:55pm

-Fixed warmup arenas
-Increased fade distances of A Site statues
-Tweaked lighting in various locations

Update: Jul 8, 2020 @ 3:52pm

-Improved optimisation across the map
-Increased height of thin wall at CT upper mid for optimisation purposes
-Increased height of church side building slightly for optimisation purposes
-Increased height of white building near B Site for optimisation purposes
-Improved clipping at Upper T to B
-Improved grenade clipping on B Site building
-Increased lighting at various locations around the map

Update: Jul 7, 2020 @ 5:41pm

-Removed shadows being cast by seagulls
-Made it easier to wallbang through the door on B site
-Fixed out of map spot at Dock
-Filled up tiny visible nodraw at Dock
-Increased various fade distances around B site
-Improved clipping at T to B Upper
-Fixed collisions for the roof of the mausoleum at A Site
-Blocked up angle underneath the platform at CT Spawn